If I may make a suggestion: leave the top of the camo pill empty. It's how ICFRA did it._________________One and only developer of C&C S. True Supremacy.
Youtube: C&C Supremacy Mod | Skype: TAK02 Supreme CnC Mods

m7 wrote:

I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.

Unrelated, but could we please get a close-up of that airport?_________________One and only developer of C&C S. True Supremacy.
Youtube: C&C Supremacy Mod | Skype: TAK02 Supreme CnC Mods

m7 wrote:

I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.

So for the sake of ambience, I've added a number of aircraft that are specifically for scripting flybys with...

On Transit Point my "airport" map, 3 of these are used to pass through the map at random delays. I have fairly appropriate cruising sounds for them as well, which differentiates them from the various fighter/bomber aircraft sounds.

I had planned to use the 747, but funny enough the bounds clipping glitch (even though it is shrunk) causes a chunk of the tail or wing to show in front or behind depending which way it flies.

BTW: what about the paved/highway roads? MustaphaTR, I think, once made ones that go straight left/right, up/down, as opposed to diagonal.
Any chance we'll see that here too?_________________One and only developer of C&C S. True Supremacy.
Youtube: C&C Supremacy Mod | Skype: TAK02 Supreme CnC Mods

m7 wrote:

I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.

Pretty nice job, I know how much work those damaged and rubble frames take to make which is why I skip rubble completely. Though the leftmost house kind of looks like the damage was pasted on 1 pixel off to the right and the cut over near the window on the SE side is smoothly cylindrical. Otherwise, nice structures._________________"Don't beg for things; Do it yourself or you'll never get anything."QUICK_EDIT

I dunno the busted leftmost house looks alright to me, the slip up if anything is the bottom corner of the lower house is damaged, but shows up in the rubble frame.

I don't find it hard to make rubble, I enjoy it actually! Beyond these new assets I've been going back to add rubble frames to some of my earliest civ buildings as well, I updated 3 others between making the above.

One thing I did recently is change the garrison guns to have farther range on taller buildings, but I finaly went through to update all the respective gunshot sounds and building sight distances. I'm really happy with this, you get a good sense of battle atmosphere, and it makes garrisoning even better for gameplay.

The latest City Limits map (old thumbnail above) is fast becoming my favourite map. The size and resource availability is perfect for a non-stop AI gang-up.

Well that's a weird glitch, you're seeing the AI went nuts building Guard Towers, but not only that, didn't follow adjacency rules at all. What you don't see is where it ran into the coast and couldn't build anymore, it turned in a new vector to build. Obviously there's some logic to this placement glitch which makes it even more interesting.

It happens when the AI is not able to build some needed stuff. Like if there is ProtectWithWall and it is not able to build wall either because ConcreteWalls doesn't have entry or a unit deploys where wall has to be built etc..

Found a weird glitch in my AI that caused immense slowdowns during naval combat, ranged units like drednaughts would try to attack a war factory at some unreachable place and from across the map, continually cycling.

Anyway spurred me to work on the AI s'more, added a dozen new things, in between updating cameos and voxels.

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